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Author Boulet, Guy
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format HTM / HTML
Language English
Abstract The term gamification seems to be the latest buzzword in the learning realm. The term describing the use of game mechanics in non-game contexts, has rapidly been hijacked by the industry as a marketing term. In a field where buzzwords seem to define the latest approaches, can we expect gamification to deliver the miracles the industry promises. When we look at the previous learning fads that were Virtual Environments and Web 2.0 we can sincerely doubt it.
Description Affiliation: Canadian Navy eCampus (Boulet, Guy)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2011-09-01
Publisher Place New York
Journal eLearn (ELERN)
Volume Number 2012
Issue Number 12


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Source: ACM Digital Library